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Thread: UnrealScript SDK for AA 2.6

  1. #1
    Bombus Bimaculatus Death Warrior
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    UnrealScript SDK for AA 2.6

    Since I had some time last week, and nor temp2 neither darkz released UScript SDK for AA 2.6, I did it. It doesn't contain any bytehacking info, because I didn't wanted to ruin temp2's thread, but somehow he ruined it for himself...So here it is, let me know if something is missing from it, or if it contains syntax errors and such.

    I hope this is the first step to resurrect UBots.

    Credits to Antonio Cordero Balcazar, temp2 and darkzangel.
    Attached Files
    Last edited by HUMM3R; 10th April 2006 at 12:26.

  2. #2
    FTP Team Member Silver Hero C-X's Avatar
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    wow thanks man
    u rox
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    * C-X was kicked by Wormbo (Attention! Attention! The llama is loose!)

  3. #3
    War Titan [R]>>Killer's Avatar
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    yeah hummer you are my man

    thanks dude for this and for all you have done for us in past

    one big rep and kiss for you

    note to others : enjoy this !!!
    DarkEvilKiller

    {T.P}DarkEvilKiller

  4. #4
    FTP Team Member Silver Hero C-X's Avatar
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    Uploaded to MPCDownloads:
    MPCDownloads -> America's Army -> Software -> UScript SDK V0.1
    * Wormbo sets mode: +b *!*X-C@*.access.telenet.be
    * C-X was kicked by Wormbo (Attention! Attention! The llama is loose!)

  5. #5
    Cheater ® Bronze Dragon itwasfunny's Avatar
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    wow hummer uber nice THX!

  6. #6
    Bombus Bimaculatus Death Warrior
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    I'm continuing upgrading it to be more UnrealScript conformant. Until then, if you find a code part that looks like:
    Code:
      i=initial_value;
    JLC001:
      if (condition) {
        code_statements;
        i++;
        goto JLC001;
      }
    its was originally a for statement :

    Code:
    for(i=initial_value;condition;i++){
      code_statements;
    }
    If it was like :

    Code:
    JLD00D:
      if (condition) {
        code_statements;
        goto JLD00D;
      }
    then it was originally a while statement:

    Code:
      while (condition) {
        code_statements;
      }
    Ka-ching! 400th post. I hope it will be not deleted...Crossing fingers...

  7. #7
    that guy Somewhat Evil [oC]pingu's Avatar
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    nice work man, i never looked at UScript before though.

  8. #8
    [RAM]Ruffian' Silver Dragon
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    Ty Hummer!
    [RAM] Coding Team

  9. #9
    C++ <3 Angel of Darkness
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    excelent job man, appreciated! very helpful... now im assuming that this is just the sdk, to get the ubots working, which will come in handy, cos i suck at c++... but dont we still need a loading method?


    ill be looking at the engine of aa 2.6 today, again...to see if i can find a loading method...


    im not promising anything. but its worth a shot right


    once again, great job, appreciated

  10. #10
    Apprentice Knight
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    Quote Originally Posted by unreal-pwner
    ill be looking at the engine of aa 2.6 today, again...to see if i can find a loading method...
    Check that PasCam thingy (www.pasclan.com)
    they got it loading with 2.6

  11. #11
    Keeper of the grove Dragon Sevendust's Avatar
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    Quote Originally Posted by unreal-pwner
    excelent job man, appreciated! very helpful... now im assuming that this is just the sdk, to get the ubots working, which will come in handy, cos i suck at c++... but dont we still need a loading method?


    ill be looking at the engine of aa 2.6 today, again...to see if i can find a loading method...


    im not promising anything. but its worth a shot right


    once again, great job, appreciated
    I Still used the 2.5 one .. and it worked

  12. #12
    C++ <3 Angel of Darkness
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    WOAH!!!



    the 2.5 loading method? no way!


    please do explain!

  13. #13
    Army Soldier Evil Elite No1uKnow's Avatar
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    the loading method is not the problem guys, it's the byte code of your binary ( compiled hack )

    old compilers assign old byte code, you need to find a new way to compile it =-)
    GET THE DOOR!

  14. #14
    UE3 Tormentor Bronze Dragon tamimego's Avatar
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    very nice humm3r ^_^
    Browse my directory at:
    http://tamimego.virtualcoders.net/

  15. #15
    Bombus Bimaculatus Death Warrior
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    Quote Originally Posted by No1uKnow
    old compilers assign old byte code, you need to find a new way to compile it =-)
    A new 'way' to compile? Are there some utilities that directly compile to aa2.6 bytecode?
    I am looking for a tester for my UE2R to AA2.6 bytecode converter. I need a bot compiled with UE2R and a person to test if the bot works after it is converted with my convertor. Its 2-3 hours of work, really simple job. Anyone wanna help?

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